JohnCarver wrote:So far I see Procne being the lead advocate AGAINST the proficiency points per task. I of course see the warnings against having a system that makes inspirationals obsolete, but when have you ever known me to be 'generous' with a nice thing? The example of 5 Hammer & Nail per board sounds pretty darn accurate to what I was thinking and if all minor tasks were in that arena of gains I think you wouldn't feel empty handed when doing a task for a few hours that was purely helping a friend but certainly not 'ignore' inspirationals just to cut 300 boards instead of just studying your coffin plank.
Gluttony is my larger frustration because as Meow mentioned the existing system has handicapped the implementation of Cabbage, Domestic Meats & Fruit food groups the way we have wanted to. EVERY little food represents a large problem with balance and all for a system that so many seem to not understand or enjoy in the first place. Darwoth was 100% correct tho that the majority of the changes proposed would hurt the ease of alt-creation. Something I have a hard time caring about but something to consider for those who make a habit out of heavy alt-usage.
Hmm how did I miss this thread until now.
I am against proficiency points per task, at all. You may flip burgers all day but that does not mean you are getting better at flipping burgers unless you invest the time and effort to learn how to flip burgers better. I find this a simple example of how AFK task/proficiency grinding should be avoided. No one gets better without trying to get better. Adding in a system where you can get better just because you produce work takes away from why the work should be done in the first place.
If I chop 50 trees, drag them back, saw them into boards, place timber piles, and wait 5-6 real days afterwards to see the fruit of my labor, the reward from that is knowing someone else on the server has to do the same amount of work to achieve the same goal and is basically holding back their character progression to do so. Another example would be witchcraft on Popham. I fully understood that seeking the witch clues for literally dozens of hours over many weeks means I would be 'behind' when it comes to my character itself. I felt it was worth the time investment because it was something I wanted to learn and had no idea about otherwise.
The unit of work is the reward. To add some kind of instant gratification, adding in more inspirationals solves the problem. It solves the problem because the person doing the work can choose to donate his newly acquired items, or keep them for himself. In the same light, someone sawing boards may ignore his Coffin Planks and add them into a timber pile, whereas someone paying attention may set those items aside, adding to some kind of reward for diligence.
One of the beautiful things I consider is that if Darwoth is by himself or in a small group, the current system means that with the right people I can outproduce him at some point. He is not untouchable because at some point he is chopping down a tree, sawing boards, adding them to timber piles, and waiting for days. Because he does not progress his character during this time, it means that if I have the right group, one person can match Darwoth's work output, while someone else is hauling in bears, and another is cooking and planting and potting, and another is grinding their Thread & Needle, and another is gluttoning their session, and so on and so on. That possibility means with the right application of people, knowledge and work, anyone can be challenged.
I would say solve this issue by devoting time to creating 3 to 5 inspirationals (or inspirational components) for each type of work. We should have more than just a coffin plank from sawing boards. More inspirationals gives the person doing the work a choice - study the item, give to a friend, add it to the timber pile, or store for an alt - while not forcing them to study the item because they are close to getting a point anyway.
If the idea is to limit alts, then by all means, make it so you only gain skills through work, and you will look at a new guy sawing logs and think "Ah he is wasting my H&N points!" Which, I think, is counterproductive in a group setting. Someone producing the work of making timber piles is investing into their future - and their group if they have one - and should be valued by their group in that they are willing to sacrifice personal character advancement for the good of the group.
Continuing with the limiting of alts - some current systems do a good job already. Having an alt throw a log on a sawbuck is not generally efficient. They can do it, and be productive, but if they only get 30 boards out of a tree and I can get 60, it is much better than I do the placement of the log.... so how about changing it so that the yield from sawing depends on the sawing player's H&N rather than placing the log on the sawbuck being the only point of benefit? These kinds of little tweaks would go a long way, where an alt or new player can help out but it will generally be much more efficient if you do it yourself. I would have to suggest, that if I work my H&N to 200, I shouldn't get a +0 proc on placing a log anyway, I should get, say, 1 more board for every 10 H&N I have, maybe scaling it so every 100 you add even more, similar to the gluttony bonus. Make the bonus on sawing the log, not placing the log, and alts become less valuable.
I was hoping to keep this short... fuuu.....
Gluttony. The main problem with gluttony is some things are so stupid to make and have no greater value. I don't oppose changes to gluttony even though I feel the current system rewards those who pay attention and try to figure things out. Still, it is quite difficult to balance everything due to the number of variables involved. One thing I do like is a shared gluttony session. This would promote teamwork and allow people to sit at a table (as in, making chairs for a reason, a large gluttony table for a reason, etc) and perhaps share in the yield of the feast. Not a replacement for the current system, but an incentive to group up, to play at the same time, to gather for the group, place it all on the table and glutton together, with some added bonus for doing so, like halving negative procs or something.
Gluttony I can see changing to that craving system. We currently have a system which takes a good amount of time to learn and even then, you may not know the best system, and some systems may be better to others due to their nearby biomes. Still, I am interested in a craving system. It would reward carrying around some foods. It would bring an incentive to get to Advanced Cooking - sometimes you will need to eat a Bluebeary but may get by with just a berry item since you cannot cook the more difficult item easily. Large sessions would still play out, because you would be able to hit many different specific foods as you have prepared them and are carrying them. I would say you wouldn't even need to change how the gluttony bonus works at all, nor the F&FU debuff. If you crave a Berries on the Straw made of Blackberries, you can eat it and gain a point in Black Bile, no matter your humours, and because you matched the item perfectly, you will have a craving for something else with no wait. If you then crave a Wildberry Pie, you may not have it on you, so you may eat a Berries on the Straw made of Cranberry, gaining a humour point, but ending your combo, and incurring a 15 minute wait (based on the last item you ate for a point maybe?) until your next craving. If you had a Wildberry Pie, and ate it for a point, and then ended your session, you would incur the 5 hour wait time for filling up on that big pie all by your lonesome.
Yes indeed the more I think about it, the better it looks. I can see how cooks can literally prep a feasting table with all the foods - not because of the gluttony value of the food, but because of the food diversity - and the player then sitting and feasting will be able to eat away, knowing he has all the foods and food types covered. Unfortunately, this seems to not have a place for purity then. That is something to be addressed.
And /no, no you may not write any more, fingers, go back to playing, now!/ ah ok nevermind. Good stuff and I look forward to seeing some things which may bring my friends back into the game.